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v3d,v3dv: fix depth bias for v3d 7.x
In v3d 7.x we don't need to scale up depth bias for D16 buffers. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25450>
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cd8afef9f1
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3 changed files with 7 additions and 2 deletions
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@ -1499,8 +1499,10 @@ v3dX(cmd_buffer_emit_depth_bias)(struct v3dv_cmd_buffer *cmd_buffer)
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cl_emit(&job->bcl, DEPTH_OFFSET, bias) {
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bias.depth_offset_factor = dynamic->depth_bias.slope_factor;
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bias.depth_offset_units = dynamic->depth_bias.constant_factor;
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#if V3D_VERSION <= 42
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if (pipeline->depth_bias.is_z16)
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bias.depth_offset_units *= 256.0f;
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#endif
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bias.limit = dynamic->depth_bias.depth_bias_clamp;
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}
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@ -559,7 +559,8 @@ v3dX(emit_state)(struct pipe_context *pctx)
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if (v3d->dirty & V3D_DIRTY_RASTERIZER &&
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v3d->rasterizer->base.offset_tri) {
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if (job->zsbuf &&
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if (v3d->screen->devinfo.ver <= 42 &&
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job->zsbuf &&
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job->zsbuf->format == PIPE_FORMAT_Z16_UNORM) {
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cl_emit_prepacked_sized(&job->bcl,
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v3d->rasterizer->depth_offset_z16,
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@ -111,9 +111,10 @@ v3d_create_rasterizer_state(struct pipe_context *pctx,
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#endif
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}
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/* The HW treats polygon offset units based on a Z24 buffer, so we
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/* V3d 4.x treats polygon offset units based on a Z24 buffer, so we
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* need to scale up offset_units if we're only Z16.
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*/
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#if V3D_VERSION <= 42
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v3dx_pack(&so->depth_offset_z16, DEPTH_OFFSET, depth) {
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depth.depth_offset_factor = cso->offset_scale;
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depth.depth_offset_units = cso->offset_units * 256.0;
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@ -121,6 +122,7 @@ v3d_create_rasterizer_state(struct pipe_context *pctx,
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depth.limit = cso->offset_clamp;
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#endif
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}
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#endif
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return so;
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}
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